Achilles Posted April 3, 2005 Share Posted April 3, 2005 ...from my website. The readme's a doozy, so I'll spare you the tears and just post the Q&A. One of the chief complaint lobbied by those who have played SW:KotORII - TSL is the game is way too easy. Luckily, Obsidian Entertainment (OE) was kind enough to architect their game in such a way that this is easily resolved. Why on earth they didn't do this themselves, I have no idea. Here are some questions that I imagine many players will have regarding this mod: Q: What does this mod do? A: This mod utilizes autobalance.2da to make opponents more difficult. Additionally, I have modified this file so that players can get to Level 35 without having to use cheats or exploit glitches. Q: Is this a "hardcore mod"? A: I, personally, would not classify it as a hardcore mod. My experience with these types of mods is that they are designed to make all battles significantly more difficult. Philosophically, I believe that while most fights should be challenging, truly grueling encounters should be reserved for "bosses". Q: How does this mod work? A: OE originally designed the autobalance.2da file so that opponents will get more difficult as the game progresses. Unfortunately, they did it in such a way that they reduce penalties at each tier rather than increase bonuses. For example, at Step 1, an opponent's level is 75% of yours (if you're Level 4, then they're Level 3). In addition to this, they also have Vitality Point multiplier of 0.65. This means that if they have 100 hit points unencumbered, then they would only have 65 hit points when you encounter them. What I have done is changed a majority of these multipliers to 1.00 (100%). This means that if a NPC spawns with 100 hit points, it gets all 100 of those hit points. For the upper tiers (Steps 4 and 5) some categories have modifiers of 1.10 or 1.20 (110% and 120% respectively). Q: How were you able to increase XP using this one file? A: I have tweaked the level multiplier so that opponents are always a higher level than you are. By doing this, I have exploited the game's existing system in a way that will allow you to earn more XP for the fights that you win. Q: Why did you choose level 35 as a cut-off for your mod? A: After level 35 your feat-reliant characters start to run out of useful stuff during level-ups. Similarly, after Level 35 your DS Consular/Sith Lords start running out of useful Force Powers and your LS Consulars/Jedi Masters have exhausted LS Force Powers. I know some people don't have a problem with LS PCs casting DS powers, but I don't care for it, so I felt that Level 35 was appropriate. Q: Are the fights still cakewalks? A: Early in the game, while you're party members are still cutting their teeth, the fights can be pretty challenging. Later in the game, when you have a significant number of levels under your belt, more powerful force powers, items, etc, the fights get much easier. They are by no means the "one hit wonders" that they used to be, but you will have to put forth some effort to kill the baddies. Opponents will do more damage when they hit you, but because your party is more powerful, they might not always get the chance (bosses excluded). Q: Why haven't you put more effort into making normal fights harder? A: Not all NPCs are bosses, nor should they be. Cannon fodder is cannon fodder, and I really don't consider 15 rounds to kill a cannok "fun". Elite troopers, dark jedi, etc should take multiple rounds to kill (which they do), but since your PC is supposed to be the uber Jedi/Sith coming up on their own, then it doesn't make much sense that everyone else in the galaxy is just as uber as your PC (again, bosses excluded). Q: What have you done for boss fights? A: I really didn't care for the way that OE made "the Darths". Instead of making them "real characters", they just gave them an insane number of attribute points and some sick default saving throws. What I did was take the time to build each Darth out as if they were a party member (starting with a certain number of attribute points, gaining force powers at each level, etc). I designed Darth Nihilus to be a level 50 Sith Assassin, Darth Traya as a level 40 Sith Lord, and Darth Sion as level 30 Sith Marauder. Of course some tweaking was required to make the fights beatable, but in my opinion, they are significantly more challenging than they were before. Q: What other assumptions/philosophies did you account for when making this? A: You never see any of the Jedi/Sith in the movies stopping to stim up, activate shields, or whatever right before a fight. I know that it's pretty common to have buffs in a video game, but I personally don't care for them. If you use stims and shields with this mod, you're likely to find that most fights are still pretty easy. Link to comment Share on other sites More sharing options...
Drazin Posted April 3, 2005 Share Posted April 3, 2005 Sounds great Bud I do have one additional question however. Have you tested this mod in the Dxun Tomb? Where the one Sith Master/Lord is supposed to die from Lightning. Some people have had trouble with this particular spot and I felt it was due to being higher than normal Level. Which gave the Sith too many hitpoints to be killed by the lightning properly. I'm just curious as to whether my theory is accurate, and if your mod will cause a problem, or if it can be rectified. Again, Awesome Mod Achilles. Tougher is what the game needed for sure. Link to comment Share on other sites More sharing options...
Daiko701 Posted April 3, 2005 Share Posted April 3, 2005 Achilles could you post this on a link other than your site, I can't seem to download anything from your site. I get the error of current security setting won't allow download or something to that effect. I have tried to reset all of my security settings but to no avail. I do not know why this error keeps appearing nor do I know how to rectify it as of yet. Please post so I may use your fine work. Maybe at pcgamemods or here? Anyway thanks for the great mods (I hope I can try this one out) *Edit: Ok it was wierd but for some reason my pc did not want to trust your site, so I uninstalled my AVG, reinstalled, re-configured and had to add your site to allow downloads. Funky but it worked........ Now to get down do some serious gameplay....... thanks Link to comment Share on other sites More sharing options...
Achilles Posted April 3, 2005 Author Share Posted April 3, 2005 Originally posted by Drazin Have you tested this mod in the Dxun Tomb? I've tested this on about 4 different games and have yet to run into this problem. Odd are that if he's not dying, then you have a file conflict with his .utc. Just my 2 cents. Link to comment Share on other sites More sharing options...
General Kenobi Posted April 3, 2005 Share Posted April 3, 2005 I've never "had" to kill that sith with lightning? I just kill him. B.O.T (back on topic) Achilles, This sounds absolutely KILLER. I have been waiting for a mod exactly like this one. This is going in the override and a new game begins tonight Link to comment Share on other sites More sharing options...
Shadow Blaze Posted April 3, 2005 Share Posted April 3, 2005 Not a bad idea achilles. This will be going in my override. Link to comment Share on other sites More sharing options...
Mav Posted April 3, 2005 Share Posted April 3, 2005 I was beginning to wonder what you were doing, now i know, good job Link to comment Share on other sites More sharing options...
RedHawke Posted April 3, 2005 Share Posted April 3, 2005 ^^^^ I'm with Mav, this sounds marvelous Achilles! Link to comment Share on other sites More sharing options...
stoffe Posted April 3, 2005 Share Posted April 3, 2005 Originally posted by Achilles I've tested this on about 4 different games and have yet to run into this problem. Odd are that if he's not dying, then you have a file conflict with his .utc. Just my 2 cents. The script (a_ritual_sc_1) applies a flat 1000 Universal damage to the Sith that's killed when the ritual breaks. So if he's got more than 1000 hitpoints, he'll not die. A wild guess would be that the people who run into this problem have their party at very high levels by the time they do the tomb, and as such the Autobalancer will push his hitpoints above 1000. I'll post source code for that script if you want it, should be an easy fix to apply GetMaxHitpoints() damage instead of 1000 to accomodate high level players. Link to comment Share on other sites More sharing options...
Tupac Amaru Posted April 3, 2005 Share Posted April 3, 2005 Sounds like a good reason to start a new game. Most fights were way too easy before. Link to comment Share on other sites More sharing options...
Achilles Posted April 3, 2005 Author Share Posted April 3, 2005 Originally posted by stoffe -mkb- The script (a_ritual_sc_1) applies a flat 1000 Universal damage to the Sith that's killed when the ritual breaks. So if he's got more than 1000 hitpoints, he'll not die. A wild guess would be that the people who run into this problem have their party at very high levels by the time they do the tomb, and as such the Autobalancer will push his hitpoints above 1000. I'll post source code for that script if you want it, should be an easy fix to apply GetMaxHitpoints() damage instead of 1000 to accomodate high level players. *shrug* In my last game, I visited Dxun (the 2nd time) in the high 20's. I've yet to encounter a situation where he didn't die. Perhaps some people are using KSE to get to 30+ and that's what's causing the issue. Link to comment Share on other sites More sharing options...
General Kenobi Posted April 3, 2005 Share Posted April 3, 2005 I agree with Ach. never had a problem one at any level visiting 2nd planet or last (god onderon is LONGGG). I kill that sucker everytime though with no probs. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted April 3, 2005 Share Posted April 3, 2005 Superb work as usual man, got mine and can't wait to test this sucker out! Link to comment Share on other sites More sharing options...
Prime Posted April 3, 2005 Share Posted April 3, 2005 Very nice, Achilles. Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted April 3, 2005 Share Posted April 3, 2005 Very very nice mod achillies It's going to my Override folder as I type this Link to comment Share on other sites More sharing options...
shosey Posted April 3, 2005 Share Posted April 3, 2005 do you need to start a new game for this to work? Link to comment Share on other sites More sharing options...
DaxJorell Posted April 3, 2005 Share Posted April 3, 2005 This sounds much better than a lot of the so-called "hardcore" mods in that I like your "realism" philosophy that takes into account the fiction of the game as well as the game itself. I will definitely try this mod out. Q: Does it conflict with the Prestiege Class Mod that Maverick and Redhawke did? I would love it if some of the modders got together and released a Community Mod Pack -- One Mod -- That combined the Handmaiden for Female players + This mod + Prestiege Class Items and Robes Mod as I think it makes it a better gaming experience "from the ground up", regardless of any other mods. This is actually the answer to your earlier question (even if it was rhetorical): Obsidian didn't even beta test this game -- for glitches/bugs and gameplay/balance issues -- And was rushed to deliver an incomplete game to Lucas Arts. Link to comment Share on other sites More sharing options...
Achilles Posted April 3, 2005 Author Share Posted April 3, 2005 @shosey: Nope, but you might find that you're at a disadvantage if you install it in the middle of one. How much of a disadvantage, I can't say. @DaxJorell: I haven't used that mod, so I don't know. Unless it utilizes any of the files included in this mod, or attempts to address game balance, they should be compatible. Perhaps you could try it out and let us know. ...And please, let's not turn this thread into yet another diatribe on OE, LA, or the release schedule of this game. TIA. Link to comment Share on other sites More sharing options...
envida Posted April 4, 2005 Share Posted April 4, 2005 Very Nice Achilles. I will defentivily try this out when I have the time to actually play the game Link to comment Share on other sites More sharing options...
beancounter Posted April 4, 2005 Share Posted April 4, 2005 Hey Achilles, I am curious what you have found out about the autobalance 2da. I looked at it when I was building the Hardcore mod. On the surface, the autobalance.2da seems like the perfect method to balance TSL, because anyone could customize their level of difficulty without having to script anything. But I ran across one huge problem with the autobalance.2da. Everything works perfectly except for the vitality bonus. If you change the Hit Dice, saving throws, damage, AC or To Hit the change will take effect right off the bat. However, the vitality bonus never seemed to change. For instance, open up autobalance.2da and change the vpmult, tohitmult, armormult, damagemult, savemult and levelmult to 0.02. Now open up a save game and start fighting! Cast a few force powers - notice how horrible their saves are? How bad their AC is? But, the HP never changes. It still takes the same amount of damage to kill them. Now, quit and reopen autobalance.2da. Change everything to 4.00 and restart TSL. Notice how the monsters are almost impossilbe to hit, how they do massive damage and have super saving throws. But, they still die after the same amount of damage. No matter what value you enter for vpmult they will still have the same HP. Now let me place one condition on this. You can affect the HP if and only if the NPC has a high constitution bonus. Then, if you raise their Hit Dice they will get the bonus HP. But changing vpmult does nothing. That is the only reason I did not use autobalance.2da. I should have posted this earlier, but I did not realize anyone was working with this 2da. Link to comment Share on other sites More sharing options...
Achilles Posted April 4, 2005 Author Share Posted April 4, 2005 Interesting. I never noticed, but it's entirely possible that the level multiplier allows for added VP without changes to the vpmult column, which would explain why that never became apparent to me during testing. Thanks for the info! I won't worry about that column if I decided to make adjustments to the file in the future. Link to comment Share on other sites More sharing options...
beancounter Posted April 4, 2005 Share Posted April 4, 2005 Let me clarify that. Raising the level of the creature by adjusting levelmult only does two things. It gives more experience for killing it and it gives the constitution bonus to vitality. It does not change the base vitality, saves, to hit or damage. Link to comment Share on other sites More sharing options...
Achilles Posted April 4, 2005 Author Share Posted April 4, 2005 Originally posted by beancounter Let me clarify that. Raising the level of the creature by adjusting levelmult only does two things. It gives more experience for killing it and it gives the constitution bonus to vitality. It does not change the base vitality, saves, to hit or damage. Fair enough. Thanks again! Link to comment Share on other sites More sharing options...
stoffe Posted April 4, 2005 Share Posted April 4, 2005 Originally posted by beancounter But I ran across one huge problem with the autobalance.2da. Everything works perfectly except for the vitality bonus. (snip) No matter what value you enter for vpmult they will still have the same HP. Now let me place one condition on this. You can affect the HP if and only if the NPC has a high constitution bonus. Then, if you raise their Hit Dice they will get the bonus HP. But changing vpmult does nothing. Interesting. There is one thing with this autobalancer I don't quite understand though: Some enemies, like a number of Sith Captains and the respawning Sith Assassins on Dxun, have huge amounts of vitality points, far more than what anyone of their level reasonably should have. They get increasingly more as you go up in level as well. If this is not determined by the autobalancer, and doesn't come from their level and Con bonus to VP, from where do they get this extra vitality? Here's a screenshot of the stats of one such enemy as an example: Healthy Sith Assassin Link to comment Share on other sites More sharing options...
una Posted April 4, 2005 Share Posted April 4, 2005 Originally posted by stoffe -mkb- Interesting. There is one thing with this autobalancer I don't quite understand though: Some enemies, like a number of Sith Captains and the respawning Sith Assassins on Dxun, have huge amounts of vitality points, far more than what anyone of their level reasonably should have. They get increasingly more as you go up in level as well. If this is not determined by the autobalancer, and doesn't come from their level and Con bonus to VP, from where do they get this extra vitality? Here's a screenshot of the stats of one such enemy as an example: Healthy Sith Assassin Hmmm i am really interested in how you get to see the enemy stats in the message log. Is it just something i havent seen before or is it a mod? Link to comment Share on other sites More sharing options...
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